UEFN and UE5 devs, are you using Per Instance Custom Value, and Primitive Data Values to drive material parameters directly in the editor/and at runtime?
I put a 5 minute rundown on how to make it work in UEFN UE5.5! Indiegamedev Optimizations https://www.youtube.com/watch?v=k9ik3Xq1Cz0
I put a 5 minute rundown on how to make it work in UEFN UE5.5! Indiegamedev Optimizations https://www.youtube.com/watch?v=k9ik3Xq1Cz0
Comments
I understood UEFN has the same features as the UE Editor, is that the case or you need to do a workaround to use them ?